* Rename usages of collidable to physics * high tier PANIQUE * aaaaaaaaAAAAAa * cursed commit dont research * Fix urist and items being anchored * Fix the rest
143 lines
3.8 KiB
C#
143 lines
3.8 KiB
C#
#nullable enable
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using System;
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using Content.Shared.Physics.Pull;
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using Robust.Shared.GameObjects;
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using Robust.Shared.GameObjects.Components;
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using Robust.Shared.Interfaces.GameObjects;
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using Robust.Shared.Serialization;
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using Robust.Shared.ViewVariables;
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namespace Content.Shared.GameObjects.Components.Items
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{
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public abstract class SharedHandsComponent : Component, ISharedHandsComponent
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{
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public sealed override string Name => "Hands";
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public sealed override uint? NetID => ContentNetIDs.HANDS;
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[ViewVariables]
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public IPhysicsComponent? PulledObject { get; protected set; }
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[ViewVariables]
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protected bool IsPulling => PulledObject != null;
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public virtual void StopPull()
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{
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if (PulledObject != null &&
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PulledObject.TryGetController(out PullController controller))
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{
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controller.StopPull();
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}
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}
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public override void HandleMessage(ComponentMessage message, IComponent? component)
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{
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base.HandleMessage(message, component);
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if (!(message is PullMessage pullMessage) ||
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pullMessage.Puller.Owner != Owner)
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{
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return;
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}
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switch (message)
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{
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case PullStartedMessage msg:
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PulledObject = msg.Pulled;
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break;
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case PullStoppedMessage _:
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PulledObject = null;
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break;
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}
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}
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}
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[Serializable, NetSerializable]
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public sealed class SharedHand
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{
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public readonly int Index;
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public readonly string Name;
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public readonly EntityUid? EntityUid;
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public readonly HandLocation Location;
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public SharedHand(int index, string name, EntityUid? entityUid, HandLocation location)
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{
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Index = index;
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Name = name;
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EntityUid = entityUid;
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Location = location;
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}
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}
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// The IDs of the items get synced over the network.
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[Serializable, NetSerializable]
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public class HandsComponentState : ComponentState
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{
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public readonly SharedHand[] Hands;
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public readonly string? ActiveIndex;
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public HandsComponentState(SharedHand[] hands, string? activeIndex) : base(ContentNetIDs.HANDS)
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{
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Hands = hands;
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ActiveIndex = activeIndex;
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}
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}
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/// <summary>
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/// A message that calls the use interaction on an item in hand, presumed for now the interaction will occur only on the active hand.
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/// </summary>
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[Serializable, NetSerializable]
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public class UseInHandMsg : ComponentMessage
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{
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public UseInHandMsg()
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{
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Directed = true;
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}
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}
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/// <summary>
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/// A message that calls the activate interaction on the item in Index.
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/// </summary>
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[Serializable, NetSerializable]
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public class ActivateInHandMsg : ComponentMessage
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{
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public string Index { get; }
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public ActivateInHandMsg(string index)
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{
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Directed = true;
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Index = index;
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}
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}
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[Serializable, NetSerializable]
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public class ClientAttackByInHandMsg : ComponentMessage
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{
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public string Index { get; }
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public ClientAttackByInHandMsg(string index)
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{
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Directed = true;
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Index = index;
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}
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}
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[Serializable, NetSerializable]
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public class ClientChangedHandMsg : ComponentMessage
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{
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public string Index { get; }
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public ClientChangedHandMsg(string index)
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{
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Directed = true;
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Index = index;
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}
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}
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public enum HandLocation : byte
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{
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Left,
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Middle,
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Right
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}
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}
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